Marvel vs Capcom 2/Mega Man: Difference between revisions

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{{MVC2 Character Intro|char= megaman|full=Mega Man|short=MM|content=
= Introduction =
== Character Overview ==
----
Mega Man (called Rock Man in Japan) is one of CapCom's older creations.  Created by Dr. Light and accompanied by his dog Rush (Rash in Japan), he fights against various power-themed bad guys in his adventures, and gets their specific power-up when he defeats them.  His sister [[Roll (MvC2)|Roll]] is also in MvC2.
= Colors =
 
==Marvel Overview ==


'''LP''' http://i11.photobucket.com/albums/a154/magnetro/LP-17.jpg '''HP''' http://i11.photobucket.com/albums/a154/magnetro/HP-17.jpg '''A1''' http://i11.photobucket.com/albums/a154/magnetro/A1-18.jpg
Mega Man is a very interesting character in Marvel.  He is one of the few characters that can challenge or beat Magneto's priority and also fight Storm's runaway fairly effectively.  He has very severe limitations in terms of his short hit range and poor maneuverability, but also is a one man zoning machine if played "properly".  Zoning, trapping, and building levels are Mega Man's strengths.  You will want to abuse his FP (ey!), throws, and his Power-Ups.  He is not generally very good at coming back.  His Busters do no chip damage, so while "building levels" is a game plan for a while, you will want to be able to do more with him then just jumping around firing Busters.
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Mega Man''' is a zoner with that has many different projectiles. His main strengths lies in his Buster shot.
{{ProConTable
|pros=
* '''Mega Buster:''' Mega Man's Buster shot is like a hadouken on crack. Very fast and heavily damaging.
* '''Meter Positive:''' Thanks in large part to Buster shots as well as not needing to spend meter to run his zoning lets MM build a bunch of meter.
* '''Round start:''' Tied for fastest normal at round start, allows MM to start off strong consistently.
|cons=
* '''Buster does not chip:''' While Buster controls space well, it does no chip damage on it's own.
* '''Lower health:''' 106% damage modifier.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>https://youtu.be/hKAn1U0g5l0?si=gxOYn0deqtgrSBJf</youtube></center>
}}
}}
}}


'''LK''' http://i11.photobucket.com/albums/a154/magnetro/LK-17.jpg '''HK''' http://i11.photobucket.com/albums/a154/magnetro/HK-18.jpg '''A2''' http://i11.photobucket.com/albums/a154/magnetro/A2-18.jpg
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves |content=
;Weapon Activation
*{{qcf}}+{{p}}
;Mega Uppercut {{airok}}
*{{dp}}+{{p}}
;Summon Rockball Power-up
*{{qcf}}+{{k}}
;Summon Leaf Shield Power-up
*{{qcb}}+{{k}}
;Summon Tornado Hold Power-up
*{{dp}}+{{k}}
;Wall Bounce
* While touching a wall, jump away from the wall.
}}
|content2=
{{Content Box|header=Hyper Combos |content=
;Hyper Mega Man {{airok}}
*{{qcf}}+{{lp}}{{hp}} Mash for damage.
;Beat Plane {{airok}}
*{{qcb}}+{{lk}}{{hk}} Move plane in any direction. {{p}} fires a shot, {{k}} fires a bomb.  
;Rush Drill
*{{qcf}}+{{lk}}{{hk}} Use directions to move forward/backward/jump. Mash for damage.  
}}
|content3=
{{Content Box|header=Assist Types |content=
;Type α - Projectile Type
*Assist: {{hp}} Charged Mega Buster (2 hits)
*Counter:  {{hp}} Charged Mega Buster (2 hits)
*Combination: Hyper Mega Man
;Type β - Anti Air Type
*Assist: {{hp}} Mega Uppercut
*Counter: {{hp}} Mega Uppercut
*Combination: Hyper Mega Man
;Type γ - Balance Type
*Assist:  {{hp}} Charged Mega Buster (2 hits)
*Counter: {{hp}} Mega Uppercut
*Combination: Hyper Mega Man
}}
}}


----
== Moves List ==


== Character Overview ==
=== Assists ===
Mega Man (called Rock Man in Japan) is one of CapCom's older creationsCreated by Dr. Light and accompanied by his dog Rush (Rash in Japan), he fights against various power-themed bad guys in his adventures, and gets their specific power-up when he defeats themHis sister [[Roll (MvC2)|Roll]] is also in MvC2.
{{MoveData
|image=
|caption={{hp}} Charged Mega Buster (2 hits)
|name=Projectile
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Charged Mega Buster (2 hits)
|TeamHyperCombo=Hyper Mega Man
|description= His Charged Buster assist is rare in that the projectile does not dissipate when your point character super-jumps. This can be used for some level of trickery.
  }}
}}<br>
 
{{MoveData
|image=
|caption={{hp}} Mega Uppercut
|name=Anti-air
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Mega Uppercut
|TeamHyperCombo=Hyper Mega Man
|description= Mega Uppercut as an assist.
}}
}}<br>
 
{{MoveData
|image=
|caption={{hp}} Charged Mega Buster (2 hits)
|name=Balance
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Mega Uppercut
|TeamHyperCombo=Hyper Mega Man
|description= Same as Projectile but you get the uppercut for your alpha counter.
  }}
}}<br>
 
=== Normal Moves ===
-When grounded, Mega Man has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
 
==== Ground Normals ====
 
{{MoveData
|image=
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Grounded Mega Buster. Hold to charge.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{launch}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


==Marvel Overview ==
{{MoveData
|image=  
|caption=  
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Grounded Buster. Hold to charge.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


Mega Man is a very interesting character in MarvelHe is one of the few characters that can challenge or beat Magneto's priority and also fight Storm's runaway fairly effectivelyHe has very severe limitations in terms of his short hit range and poor maneuverability, but also is a one man zoning machine if played "properly"Zoning, trapping, and building levels are Mega Man's strengths. You will want to abuse his FP (ey!), throws, and his Power-Ups. He is not generally very good at coming back. His Busters do no chip damage, so while "building levels" is a game plan for a while, you will want to be able to do more with him then just jumping around firing Busters.
{{MoveData
|image=
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
  |Adv. Guard=  
|Adv. Pushblock=  
  |description=
  }}
  }}<br>


= Moves List =
{{MoveData
|image=  
|caption=  
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Slide.
}}
}}<br>


== Normal Moves ==
==== Air Normals ====
(will fill out move priority table shortly).
-When in the Normal Jump state, Mega Man has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.


His LP and LK are one-frame moves and beat out or trade with every move in the gameThey have no range, though.
{{MoveData
|image=
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=  
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


The uncharged air Mega Buster does 20pts of damageThis is better than most charged BustersMega Busters cut through Hail StormA smart anti-Mega Man Storm will thus summon an assist to take the hit, but it's still generally a great trade for you.
{{MoveData
|image=
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
  |Adv. Hit=  
|Adv. Guard=  
|Adv. Pushblock= 
|description=
}}
}}<br>


== Special Moves ==
{{MoveData
{|
|image=
!Weapon Activation
|caption=
|-
|name= Air Heavy Punch
|QCF+P
|linkname= j.HP
|-
|input= j.{{hp}}
!Mega Uppercut (air)
|data=
|-
{{AttackData-MVSC2
|F,D,DF+P
|Damage=
|-
|Startup=
!Summon Rockball Power-Up
|Active=
|-
|Recovery=
|QCF+K
|Guard=
|-
|Special Property=
!Summon Leaf Shield Power-Up
|Cancel=
|-
|Adv. Hit= 
|QCB+K
|Adv. Guard= 
|-
|Adv. Pushblock= 
!Summon Tornado Hold Power-Up
|description= Air Buster. Hold to charge.
|-
}}
|F,D,DF+K
}}<br>
|-
!Wall Jump
|-
| Press away or up-away from the wall when you touch it.
|}


His Dragon Punch is pretty paltry and not used too much - it can be useful for spacing, but his jump Buster is usually the better choice.
{{MoveData
|image=
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


Eddie brings you the power-ups, and releases them when he's about a body width away from youYou must claim them by moving through themNote that an opponent's Mega Man or Roll can take your power-up.
{{MoveData
|image=
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=  
|Adv. Guard=  
|Adv. Pushblock= 
|description=
}}
}}<br>


The Tornado Hold OTGsIt does no damage if blockedIt can cancel some projectilesLP does a close range Tornado, the FP does it farther awayThe spacing is obviously very important.
{{MoveData
<br>
|image=
The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent.
|caption=
<br>
|name= Air Heavy Kick
The Leaf Shield forms around you and serves as one-hit full armor.  You can then fire it straight-forward (in the air as well) using QCF+P (weapon activation), and can do up to 6 non-chipping hits.  The Leaf Shield goes away after about 5 seconds even if not fired.
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
  |Adv. Hit= 
  |Adv. Guard= 
  |Adv. Pushblock=  
|description=
  }}
}}<br>


Generally his Rockball is considered his best power-up - it's very useful both to help stop rushdown and to set up better trapping/zoning.  His Tornado Hold is very useful too, though, and helps ensure that a whiffed ground combo series doesn't get you killed.  Leaf Shield is generally not much loved.
==== Command Normals ====


Smart opponents will expect the wall jump and punish you for it, so if you see them jumping with you, watch out.
{{MoveData
|image=
|caption=
|name=Wall Bounce
|linkname=Wall Bounce
|input=While touching a wall: {{uf}},{{f}}, or {{df}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


== Super Moves ==
=== Universal Mechanics ===
{|
{{MoveData
!Hyper Mega Man
|image=
|-
|caption=
|QCF+2P (mashable)
|name= Universal Launcher (Kick)
|-
|linkname= Universal Launcher (Kick)
!Beat Plane
|input= 3{{hk}}
|-
|data=
|QCF+2K (air, mash kicks for bombs, punches for bullets, can move plane in any direction)
{{AttackData-MVSC2
|-
|Damage=
!Rush Drill
|Startup=
|-
|Active=
|QCB+2K (mash to drill faster, can move forward/backward or jump)
|Recovery=
|}
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


Hyper Mega Man (HMM) is his only useful super: it combos very easily off his air combo and is fairly safe to DHC out of as long as you DHC while the projectiles are still on screen. It has an invulnerability frame just after start-up that you will want to learn to use effectivelyThat frame puts you offscreen temporarily, but you must DHC out if there is an onscreen projectile you are avoiding, as otherwise it may still hit youHMM fires bullets downwards too, which may trick some peopleThe super does very poor chip damage and does not do effective damage unless the opponent is a body length away from you. As such HMM should never be used in the corner.
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
  {{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=  
|Adv. Guard=  
|Adv. Pushblock=  
|description=
}}
  }}<br>


The Plane and Drill have both been badly nerfed since MvC1.
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Start-up is slow and recovery is also slow: ending it by moving to the far side of the screen as close to the ground as possible is usually the safestYou can counter an anticipated guard cancelled punishment by putting spaces between the bulletsYou can be hit out of the Beat Plane by almost any move, and it does not have invulernable start-upSentinel can fly above the Beat Plane and you will not be able to reach him.  
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
  {{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
  |Adv. Guard= 
  |Adv. Pushblock=  
|description=
}}
  }}<br>


You only want to use the Drill if you're showing offThe drill is invincible once startedIt also has very bad start-up and recovery.
{{MoveData
|image=
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
  |Adv. Guard=
  |Adv. Pushblock=
|description= {{hk}}
}}
}}


== Assist Moves ==
=== Special Moves ===
====Specials====
{{MoveData
|image=
|caption=
|name= Weapon Activation
|linkname= Weapon Activation
|input= {{qcf}}+{{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=Activates weapon. Default weapon is Tornado Hold.
}}
}}<br>


{|
{{MoveData
!Type
|image=
!Assist
|caption=
!Counter
|name= Mega Uppercut
!Team Hyper Combo
|linkname= Mega Uppercut
|-
|input= {{dp}}+{{p}} {{airok}}
!A
|input2=
|2-hit Charged Mega Buster
|data=
|2-hit Charged Mega Buster
{{AttackData-MVSC2
|Hyper Mega Man
|Damage=
|-
|Startup=
!B
|Active=
|HP Mega Upper Cut
|Recovery=
|HP Mega Upper Cut
|Guard=
|Hyper Mega Man
|Special Property=
|-
|Cancel=
!Y
|Adv. Hit= -
|2-hit Charged Mega Buster
|Adv. Guard= -
|HP Mega Upper Cut
|Adv. Pushblock= -
|Hyper Mega Man
|description= His Dragon Punch is pretty paltry and not used too much - it can be useful for spacing, but his jump Buster is usually the better choice.
|}
}}
}}<br>


His Charged Buster assist is rare in that the projectile does not dissipate when your point character super-jumpsThis can be used for some level of trickery.
{{MoveData
|image=
|caption=
|name= Summon Rockball Power-Up
|linkname= Summon Rockball Power-Up
|input= {{qcf}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
  |description= The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent. Rockball is very useful both to help stop rushdown and to set up better trapping/zoning.
}}
}}<br>


= The Basics =
{{MoveData
== Match Opening ==
|image=
Mega Man's best opening attacks are his jab (beats or trades with everything that is not armored) and his jumping LK, which comes out very quickly.
|caption=
|name= Summon  Leaf Shield Power-Up
|linkname= Summon  Leaf Shield Power-Up
|input= {{qcb}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=  
|Special Property=  
|Cancel=  
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCF+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired.
}}
}}<br>


== Combos ==
{{MoveData
HK (launch), SJ LP, SJ LK, xx Hyper Mega Man (56 points damage)
|image=
<br>
|caption=
HK (launch), SJ LP, SJ LK, SJ MP, SJ MK, SJ FP . (46 pts damage)(Probably the better choice as opposed to the HMM.)
|name= Summon  Tornado Hold Power-Up
<br>
|linkname= Summon  Tornado Hold Power-Up
c.LK, c.MK, c.FP, xx Tornado Hold .
|input= {{dp}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=  
|Startup=  
|Active=  
|Recovery=  
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
  |Adv. Guard= -
|Adv. Pushblock= -
|description= The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important.
  }}
}}<br>


== Best Assists ==
=== Hyper Combos ===
Generally his best assists are assists that help him control spacing or help chip: [[Doctor Doom (MvC2)|Doom]] rocks, [[Sentinel (MvC2)|Sentinel]] drones, or [[Blackheart (MvC2)|Blackheart]] anti-airHe also gains from [[Tron Bonne (MvC2)|Tron Bonne]]'s Projectile (rings) assist, making him a dangerous assist-killer.
{{MoveData
|image=  
|caption=
|name= Hyper Mega Man
|linkname= Hyper Mega Man
|input= {{qcf}}+{{lp}}{{hp}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
  |description= Mash buttons for more damage. Hyper Mega Man (HMM) combos very easily off his air combo and is fairly safe to DHC out of as long as you DHC while the projectiles are still on screen. It has an invulnerability frame just after start-up that you will want to learn to use effectively. That frame puts you offscreen temporarily, but you must DHC out if there is an onscreen projectile you are avoiding, as otherwise it may still hit you. HMM fires bullets downwards too, which may trick some people. If you HMM while they're offscreen and you see the combo counter go up (indicating they probably just ate two of the down-bullets) you can DHC to Cable HVB (or other super with quick-ish startup) and have it connect. The super does very poor chip damage and does not do effective damage unless the opponent is a body length away from you. As such HMM should never be used in the corner.
}}
}}<br>


{{MoveData
|image=
|caption=
|name= Beat Plane
|linkname= Beat Plane
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Start-up is slow and recovery is also slow: ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulnerable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him.


= Advanced Strategy =
ash kicks for bombs, punches for bullets, can move plane in any direction.
}}
}}<br>


== Beat Plane Combos ==
With the leaf shield: Activate leaf shield, launch, SJ, SJ.LP, SJ.LK, SJ.MP, SJ.MK, release leaf shield, xx Beat Plane .


You can also combo into Beat Plane or Rush Drill off a charged Buster, but there's generally no good reason to do that.
{{MoveData
|image=
|caption=
|name= Rush Drill
|linkname= Rush Drill
|input= {{qcf}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Mash to drill faster, can move forward/backward or jump. The drill is invincible once started. It also has very bad start-up and recovery.
}}
}}<br>


== Infinites ==
== Other ==
MegaMan Steve's Corner Infinite: HK (launch), SJ, LP, LK, MP, air throw, pause, (while falling) SJ LK, (normal jump, J.LP, J.MP, J.FP, land, repeat).


His infinite (J LP, J MP, J FP) isn't really practical outside of the corner. Very few people can do Mega Man's infinite reliably - usually it is best set up off a good assist such as Psylocke, and is best in the corner.
=== Colors ===
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


== The Useless and Not Practical Rush Glitch ==
[[Image:Mvc2-megaman.png]]
A practical joke video showing "Rush" was made by people from California.  To get this, the other player's Venom does the web ball capture to Mega Man, walks forward and does another web ball capture just as his Magneto-A assist knocks you out of the first capture AND you Hyper Mega Man at the same time.


While the effects are cool (invulnerability, infinite HPs), this is obviously not a practical glitch.


[[Category:Marvel Vs. Capcom 2]]
{{Navbox-MVC2}}
[[Category:Mega Man]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 13:54, 9 September 2024

Character Overview

Mega Man (called Rock Man in Japan) is one of CapCom's older creations. Created by Dr. Light and accompanied by his dog Rush (Rash in Japan), he fights against various power-themed bad guys in his adventures, and gets their specific power-up when he defeats them. His sister Roll is also in MvC2.

Marvel Overview

Mega Man is a very interesting character in Marvel. He is one of the few characters that can challenge or beat Magneto's priority and also fight Storm's runaway fairly effectively. He has very severe limitations in terms of his short hit range and poor maneuverability, but also is a one man zoning machine if played "properly". Zoning, trapping, and building levels are Mega Man's strengths. You will want to abuse his FP (ey!), throws, and his Power-Ups. He is not generally very good at coming back. His Busters do no chip damage, so while "building levels" is a game plan for a while, you will want to be able to do more with him then just jumping around firing Busters. TO-DO: Add frame data, as well as missing sprites

Gameplay

Mega Man is a zoner with that has many different projectiles. His main strengths lies in his Buster shot.

Strengths Weaknesses
  • Mega Buster: Mega Man's Buster shot is like a hadouken on crack. Very fast and heavily damaging.
  • Meter Positive: Thanks in large part to Buster shots as well as not needing to spend meter to run his zoning lets MM build a bunch of meter.
  • Round start: Tied for fastest normal at round start, allows MM to start off strong consistently.
  • Buster does not chip: While Buster controls space well, it does no chip damage on it's own.
  • Lower health: 106% damage modifier.
MVC2 megaman art.png

Character Summary

Special Moves

Weapon Activation
  • Qcf.png+P.png
Mega Uppercut Airok.png
  • Dp.png+P.png
Summon Rockball Power-up
  • Qcf.png+K.png
Summon Leaf Shield Power-up
  • Qcb.png+K.png
Summon Tornado Hold Power-up
  • Dp.png+K.png
Wall Bounce
  • While touching a wall, jump away from the wall.
Hyper Combos

Hyper Mega Man Airok.png
  • Qcf.png+Lp.pngHp.png Mash for damage.
Beat Plane Airok.png
  • Qcb.png+Lk.pngHk.png Move plane in any direction. P.png fires a shot, K.png fires a bomb.
Rush Drill
  • Qcf.png+Lk.pngHk.png Use directions to move forward/backward/jump. Mash for damage.
Assist Types

Type α - Projectile Type
  • Assist: Hp.png Charged Mega Buster (2 hits)
  • Counter: Hp.png Charged Mega Buster (2 hits)
  • Combination: Hyper Mega Man
Type β - Anti Air Type
  • Assist: Hp.png Mega Uppercut
  • Counter: Hp.png Mega Uppercut
  • Combination: Hyper Mega Man
Type γ - Balance Type
  • Assist: Hp.png Charged Mega Buster (2 hits)
  • Counter: Hp.png Mega Uppercut
  • Combination: Hyper Mega Man

Moves List

Assists

Projectile
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Charged Mega Buster (2 hits) Hyper Mega Man

His Charged Buster assist is rare in that the projectile does not dissipate when your point character super-jumps. This can be used for some level of trickery.


Anti-air
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Mega Uppercut Hyper Mega Man

Mega Uppercut as an assist.


Balance
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Mega Uppercut Hyper Mega Man

Same as Projectile but you get the uppercut for your alpha counter.


Normal Moves

-When grounded, Mega Man has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Grounded Mega Buster. Hold to charge.


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launch.png - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Grounded Buster. Hold to charge.


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Slide.


Air Normals

-When in the Normal Jump state, Mega Man has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Air Buster. Hold to charge.


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Wall Bounce
While touching a wall: Uf.png,F.png, or Df.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Universal Mechanics

Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hk.png

Special Moves

Specials

Weapon Activation
Qcf.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Activates weapon. Default weapon is Tornado Hold.


Mega Uppercut
Dp.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

His Dragon Punch is pretty paltry and not used too much - it can be useful for spacing, but his jump Buster is usually the better choice.


Summon Rockball Power-Up
Qcf.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent. Rockball is very useful both to help stop rushdown and to set up better trapping/zoning.


Summon Leaf Shield Power-Up
Qcb.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCF+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired.


Summon Tornado Hold Power-Up
Dp.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important.


Hyper Combos

Hyper Mega Man
Qcf.png+Lp.pngHp.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Mash buttons for more damage. Hyper Mega Man (HMM) combos very easily off his air combo and is fairly safe to DHC out of as long as you DHC while the projectiles are still on screen. It has an invulnerability frame just after start-up that you will want to learn to use effectively. That frame puts you offscreen temporarily, but you must DHC out if there is an onscreen projectile you are avoiding, as otherwise it may still hit you. HMM fires bullets downwards too, which may trick some people. If you HMM while they're offscreen and you see the combo counter go up (indicating they probably just ate two of the down-bullets) you can DHC to Cable HVB (or other super with quick-ish startup) and have it connect. The super does very poor chip damage and does not do effective damage unless the opponent is a body length away from you. As such HMM should never be used in the corner.


Beat Plane
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Start-up is slow and recovery is also slow: ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulnerable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him.

ash kicks for bombs, punches for bullets, can move plane in any direction.



Rush Drill
Qcf.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Mash to drill faster, can move forward/backward or jump. The drill is invincible once started. It also has very bad start-up and recovery.


Other

Colors

First row: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-megaman.png



Game Navigation

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